<< Objectives >>We want to create a digital game-based teaching tool and to implement it in high schools across Europe to trigger climate awareness, civic engagement, trust in democratic decision process, and attract toward STEM subjects.With the game, students will understand the complex interconnections between environment, society and economy and discern between misinformation and sustainable solutions. Teachers will be provided and trained with a powerful ICT tool integrable in future didactic activities.<< Implementation >>Collaborative digitalization of an existing boardgame to make it an effective ICT tool.Implementation of at least 100 game sessions in high school classes across Europe.Involvement of students in game development, side activities, creation of additional content.Analysis and evaluation of the teaching potential of the proposed game-based approach.Dissemination to promote the long-term sustainability and diffusion of the game-based approach.<< Results >>A game-based ICT tool to teach geohazards and impacts of climate change.An objective and scientific demonstration of its effectiveness.An online repository to download/play the game for free and supplementary material. A large group of teachers trained to use it.A wide network of students aware of climate and environmental challenges, determined to fight misinformation and to be active citizens for a change and willing to pursue a career in STEM subjects to reach these objectives.
